
No gold sellers - While perhaps a bit strange to focus on as a foundational principle, Jacobs' publicly admits his loathing of this practice, and has vouched that CU will have extensive tools for protecting it's in game economy. Choice matters - Players will be forced to make important (and mutually exclusive) character advancement decisions which will define the capabilities and role of their character. Don't hold players hands - Camelot Unchained will require a lot of its players in order for them to be successful, and won't guide them gently every step of the way. player combat in Camelot Unchained is more than simply a sideshow, it is the main focal point of the entire project. He hopes that being bold will carve a niche within the disillusioned player base which long for a more traditional experience. Be willing to take risks - as a self (and Kickstarter) funded studio, Jacobs' is committed to differentiating CU from other existing MMO options. This article is not a thorough examination of Jacobs' cornerstones, but it seeks to give MMO enthusiasts who have not been closely following this project a broad overview of CSE's goals with Camelot Unchained.
Many of these principles hark back to a time in the MMO genre when players were presented with difficult decisions and thriving in a hostile fantasy universe required more than following a quest arrow.
Camelot unchained combat series#
Jacobs has released a series of blog articles (9 so far) detailing the "Foundational Principles" of Camelot Unchained. CSE has announced it's flagship project, "Camelot Unchained", a development project that is unashamed to directly target the ex-DAoC fan base.
Jacobs' has co-founded City State Entertainment, an independent development studio dedicated to replicating the kind of success which skyrocketed Mythic to prominence over 10 years ago.